Title | Sylvan Lake Slavers v1.06 |
Author | Streamweaver |
Submitted / Updated | 07-08-2002 / 06-28-2006 |
Category | None / Freeform |
Expansions | Works on all versions |
Setting | The Protectorates |
Gameplay Length | 1-2 |
Number Players | 1-5 |
Language | English |
Level Range | 3-7 |
Races | any |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | any |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Multiplayer |
Max Character Level | 07 |
Max # Players | 05 |
Min # Players | 01 |
Min Character Level | 03 |
Content Rating | Teen |
Alignments | any |
Description | |
Orcish slavers have raided the quiet town of Fairdale. Can you defeat them and release their captives? |
Attachment | Size |
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No map pins made this not fun to navigate.
Can you explain a bit more as to what the issue is here with the lack of map pins? I'm asking because not all modules use them, and this is the first tie I've seen a comment about it. Are there large map areas where the lack of map pins is such that you're not able to locate a specific spot that you should know how to get to but NPCs are not providing enough information for you to find spots based just on what they give you... or is this entirely a personal preference thing.
I can copmmiserate with Trixter about this subject. It just seems a bit lazy, (if I can use that word inconjunction with hard working developers of modules!?) to not put in the pins as it takes very little time and helps with navigation around large areas and such. By making the player investigate each transition, come back to the old area and then put in a pin, it is a bit of an imposition. I do it, and have grown used to doing it, for as you say many modules are like this, but I do not have to like it!
This was a very short module so not sure that pins were needed? Just the town and adjoining area, plus a cave, Nice to rescue people and get rewarded for it. All worked, just a bit basic. Thanks for the good effort!